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  1. #1
    Player
    AceofRains's Avatar
    Join Date
    Jun 2011
    Posts
    832
    Character
    Raidrien Ascher
    World
    Hyperion
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by giftforce View Post
    That happens because the server is wrongly relaying the position of the person. Sometimes it will wrongly relay a coordinate in the z-axis (happens alot in Limsa) and the people the floor above you will be shown to you as running through walls.

    Someimtes crafters will hover across the floor as the server adjusts their x,y coordinates.


    I dont think collision detection could help this issue.
    Yeah that kinda junk needs to be touched up, i could care less about collision as long as things are where they are supposed to be. Collision is kinda last priority imo.
    (2)

  2. #2
    Player
    Shipp's Avatar
    Join Date
    Jul 2011
    Posts
    322
    Character
    Shipp Atori
    World
    Goblin
    Main Class
    Conjurer Lv 72
    Quote Originally Posted by AceofRains View Post
    Yeah that kinda junk needs to be touched up, i could care less about collision as long as things are where they are supposed to be. Collision is kinda last priority imo.
    Truthfully, this is always going to be an issue. If you play any MMO with a friend sitting next to you, the screen will always show different placements for your own character as long as you haven't been standing in one spot. It's the same as running and hitting the rest button in XI and to you, your character stops and kneels, to everyone else, your character slides while kneeling. Or running and dying, your character often appeared to scoot around in the face plant position to everyone else.

    XI had extreme cases of it, but it still happens in every MMO. It's more to do with latency since your client is showing you exactly where you are, but for other people to see that, your client data has to be sent to the server, then the server has to send that to everyone else. Assuming the ping is 200~ for people in the U.S., that's about .4 seconds that everyone else is behind when viewing your actual character. There's really no way around the issue, especially when you're playing on servers half way around the world.

    This also leads to JP players being able to claim faster (botting aside) because the monster loads about .2 seconds before it would on our screen, which is why the HNMs in FFXI would either spawn claimed, or when we'd try to pull them it would say that it was already claimed, even though it didn't show up that way on our screen.

    Now talking about collision detection, I completely fell through the world last night when I was walking up the hill to the camp north of drybone. I was below the map and could walk around all over. I was getting horrible lag for some reason, even though I never do in the field, and the game stuttered at I guess just the right angle and wham, I'm under the ground.
    (0)

  3. #3
    Player
    AceofRains's Avatar
    Join Date
    Jun 2011
    Posts
    832
    Character
    Raidrien Ascher
    World
    Hyperion
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Shipp View Post
    Truthfully, this is always going to be an issue. If you play any MMO with a friend sitting next to you, the screen will always show different placements for your own character as long as you haven't been standing in one spot. It's the same as running and hitting the rest button in XI and to you, your character stops and kneels, to everyone else, your character slides while kneeling. Or running and dying, your character often appeared to scoot around in the face plant position to everyone else.

    XI had extreme cases of it, but it still happens in every MMO. It's more to do with latency since your client is showing you exactly where you are, but for other people to see that, your client data has to be sent to the server, then the server has to send that to everyone else. Assuming the ping is 200~ for people in the U.S., that's about .4 seconds that everyone else is behind when viewing your actual character. There's really no way around the issue, especially when you're playing on servers half way around the world.

    This also leads to JP players being able to claim faster (botting aside) because the monster loads about .2 seconds before it would on our screen, which is why the HNMs in FFXI would either spawn claimed, or when we'd try to pull them it would say that it was already claimed, even though it didn't show up that way on our screen.

    Now talking about collision detection, I completely fell through the world last night when I was walking up the hill to the camp north of drybone. I was below the map and could walk around all over. I was getting horrible lag for some reason, even though I never do in the field, and the game stuttered at I guess just the right angle and wham, I'm under the ground.
    I understand a little bit of latency, like when im playing next to a friend and we argue over whos really further ahead lol.
    But its rediculous when someones character is flying up a wall when the should be on the other side of town. If a few people encounter this problem and especially more so in certain cities, then its kinda an issue on SE's end that needs fine tuning. I barely encounter latency like that in any other mmo, if I do then its rare, but for it to happen so extreme then i do think something is wrong.
    (1)

  4. #4
    Player
    Kafeen's Avatar
    Join Date
    Mar 2011
    Posts
    463
    Character
    Valega Kazenoko
    World
    Excalibur
    Main Class
    Fisher Lv 80
    Quote Originally Posted by AceofRains View Post
    I dunno if it was just my computer but while im walking around i saw other players like walking over obsticals and walking through parts of walls, so maybe collision dection might fix something like that or does stuff just need calibration?
    Its due to how often the server updates the positions of players. You can't get everyone's new position every frame so the game interpolates between their current and previous position to move them. If they're moving in a straight line, that's fine, but when people go around corners or navigate an obstacle, that can result in players going where they shouldn't.
    (0)

  5. #5
    Player
    Xquiel's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    450
    Character
    Xquiel Kun
    World
    Hyperion
    Main Class
    Weaver Lv 50
    The better way to attack a mob from the rear is ----> passing through them -.-
    I'm against this, but i agree with no collision with other players
    (0)

  6. 07-18-2011 03:41 PM

  7. #7
    Player
    Join Date
    Jun 2011
    Posts
    710
    Quote Originally Posted by R-Odin View Post
    I'm pretty sure they turned off collision detection of these kinds so as to lighten the computational load on the servers in order to address the issue of severe lag experienced early on. I got the idea that it was more of a temporary thing, and that it would return once the algorithms being used were made more efficient and/or servers were upgraded to handle a higher load. That is, they would bring it back once they could do it without causing the servers to lag.
    I got the impression that Yoshi explicitly stated it was removed because "players didnt like to go around mobs and other players"
    (0)

  8. #8
    Player
    R-Odin's Avatar
    Join Date
    Jun 2011
    Posts
    11
    Character
    Rannen Odin
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by R-Odin
    I'm pretty sure they turned off collision detection of these kinds so as to lighten the computational load on the servers in order to address the issue of severe lag experienced early on. I got the idea that it was more of a temporary thing, and that it would return once the algorithms being used were made more efficient and/or servers were upgraded to handle a higher load. That is, they would bring it back once they could do it without causing the servers to lag.
    Quote Originally Posted by giftforce View Post
    I got the impression that Yoshi explicitly stated it was removed because "players didnt like to go around mobs and other players"
    I did some searching, and as far as I can tell, there has been no reason given for the removal of collision detection specifically between players or players and mobs. If anyone can find one, I'd be glad to see it.

    However, a less specific statement can be found in the table of update plans as seen in Letters from the Producer, such as III and X; the statement occurs under the plan of environment collision detection, but the statement itself seems more general, referencing "collision detection" of no certain kind. There is a separate item in the table for character collision, but it is left unexplained.

    "Risk analysis of collision detection adjustments to improve movement response"

    Interpret that however you like; to me it says that collision detection adjustments are being made in order to improve movement response, where response is used in a technical capacity to refer to the concepts of response time and responsiveness (http://en.wikipedia.org/wiki/Responsiveness).

    I'm not saying I'm right; but I'm not pulling **** out of my *** either.
    (1)

  9. #9
    Player
    Join Date
    Aug 2011
    Posts
    684
    Quote Originally Posted by R-Odin View Post
    I did some searching, and as far as I can tell, there has been no reason given for the removal of collision detection specifically between players or players and mobs. If anyone can find one, I'd be glad to see it.

    However, a less specific statement can be found in the table of update plans as seen in Letters from the Producer, such as III and X; the statement occurs under the plan of environment collision detection, but the statement itself seems more general, referencing "collision detection" of no certain kind. There is a separate item in the table for character collision, but it is left unexplained.

    "Risk analysis of collision detection adjustments to improve movement response"

    Interpret that however you like; to me it says that collision detection adjustments are being made in order to improve movement response, where response is used in a technical capacity to refer to the concepts of response time and responsiveness (http://en.wikipedia.org/wiki/Responsiveness).

    I'm not saying I'm right; but I'm not pulling **** out of my *** either.
    Well that's a relief if it's temporary. Hopefully when they fix the servers they can implement collision back. However, I do so "fondly" recall when Yoshi said something to the effect of some players found collision annoying when moving around. I didn't think it was a technical issue, but rather a response to players complaints. But I guess we will see in due time.
    (0)

  10. 07-18-2011 03:41 PM
    Reason
    Adieu.

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